#version 450 core

layout(location = 0) in vec3 positionOS;
layout(location = 1) in vec2 uv;

uniform mat4 vpMatrix;
uniform mat4 objectToWorldMatrix;

// noperspective 这个东西可以指定该顶点属性不使用用透视矫正插值算法
// noperspective
out vec2 varyingUV;

void main()
{
    gl_Position = vpMatrix * (objectToWorldMatrix * vec4(positionOS, 1.0));
    varyingUV = uv;
}
